lo-fi Posted November 4, 2014 Author Share Posted November 4, 2014 (edited) Kinda got it working now though, replaced the small repulsors with the bigger ones and the pod is stable now, but during ''flight'', the whole thing yaws to the right, and is totally uncontrollable even with control surfaces and gimballed engines... After i fix one problem another one appears, just great If it's any consolation, that's exactly how it is making parts The yawing is weird, I can't see what might be causing that. What's the pod made up of?Good to hear about the water hovering. Did you try splash down, save and hover again? Edited November 4, 2014 by lo-fi Link to comment Share on other sites More sharing options...
ratchet freak Posted November 4, 2014 Share Posted November 4, 2014 double check both repulsors on both sides, it may be that only one set gets tweaked Link to comment Share on other sites More sharing options...
lo-fi Posted November 4, 2014 Author Share Posted November 4, 2014 ^Yes, good call if they've been placed and re-placed with symmetry, especially if you've clipped them inside Link to comment Share on other sites More sharing options...
Damaske Posted November 4, 2014 Share Posted November 4, 2014 Jeb LOVES the new toy that The Mass Key shipyards is currently testing. Cockpit, hull pieces, and Engine are from Retro Future, Landing legs, and batteries from LLL And Airbrakes from B9.It need some more work done to it as it flexes a LOT around the engine due to inline SAS and batteries Why do those pieces ALWAYS have weak joint connections?? Also It will be armed with BDArmory but not sure what guns/missiles it will have. During the first and only test flight I did zoom out over the water and it was a little bumpy due to the water (I think) But I am very very impressed with the new hover code. Now If it would just keep the ship locked in a straight direction unless moved side to side to prevent side drift while just hovering still I'll be very happy But You haveta go with what you have right?... Right Jeb? .... Jeb?? *looks around and notices the prototype and Jeb missing.* JEB! ! ! Dang it! um gota run! * Takes off running toward the Control Center. * Link to comment Share on other sites More sharing options...
lo-fi Posted November 4, 2014 Author Share Posted November 4, 2014 Cool! Great piece of original design. You left Jeb alone and unsupervised with a prototype? You fool! Glad you're enjoying it, I'm looking forward to getting the next release out. Link to comment Share on other sites More sharing options...
Madrias Posted November 4, 2014 Share Posted November 4, 2014 I'm looking forward to trying to break the next release. It's just how I am. I look forward to trying any new parts and making interesting new crafts. Link to comment Share on other sites More sharing options...
Trollkowski Posted November 4, 2014 Share Posted November 4, 2014 Gave up on anakin's pod for a while, building sebulba's instead This one has the opposite problems, the pod is really stable but the engines roll, trying the big repulsors hoping it will stay stable. Link to comment Share on other sites More sharing options...
lo-fi Posted November 4, 2014 Author Share Posted November 4, 2014 Remember that the surface mount versions are uni-directional and provide no stability on their own. Put at least three on, and angle them out - it will work like a charm Looks cool! Link to comment Share on other sites More sharing options...
Gaalidas Posted November 4, 2014 Share Posted November 4, 2014 (edited) Right Jeb? .... Jeb?? *looks around and notices the prototype and Jeb missing.* JEB! ! ! Dang it! um gota run! * Takes off running toward the Control Center. *I'd steal that thing if I were Jeb too. Looks like it would be quite the blast, both literally (when I crashed it) and metaphorically.Hey, lo-fi, I've been experimenting with something to make the wheels/repulsors/whatever more compatible with rover bodies that provide stack nodes for mounting the wheels. I copied the coordinates for the attach node and put them on a second node defined as a stack node. I then changed the attachment rules to allow it to be stack-attached and initial tests are very positive. So, in the most basic terms, the part now has a stack node in the same position and orientation as the attach node so it can be attached to those rover-wheel nodes in the same way that it would be surface-attached when no nodes are present. Here's an example of what it ends up looking like:[B]From the Medium Wheel:[/B]node_attach = 1.4, 0.55, 0.0, 1.0, 0.0, 0.0node_stack_001 = 1.4, 0.55, 0.0, 1.0, 0.0, 0.0, 1I've actually tested this method with all the wheels I have installed on my machine, and so far no problems detected. Inspiration came from the ASET wheels (still waiting for that config btw!) which attach using stack nodes. Edited November 4, 2014 by Gaalidas Link to comment Share on other sites More sharing options...
Trollkowski Posted November 4, 2014 Share Posted November 4, 2014 Success! I freaking love this mod Link to comment Share on other sites More sharing options...
lo-fi Posted November 4, 2014 Author Share Posted November 4, 2014 Nice work, Gaalidas, I'll add that into configs. Maybe KSPI extensions so they can be toggled would be a good idea, though?Good work, Trollkowski, knew you'd get there in the end! I think we might need a pod racer challenge Link to comment Share on other sites More sharing options...
Space Scumbag Posted November 4, 2014 Share Posted November 4, 2014 Success! I freaking love this mod Oh my god, that's perfect. Can you make a video? And maybe share the craft file? I am really impressed. And I already made some podracers, but no replica of one of the movie. Does it fly well? Link to comment Share on other sites More sharing options...
Trollkowski Posted November 5, 2014 Share Posted November 5, 2014 Oh my god, that's perfect. Can you make a video? And maybe share the craft file? I am really impressed. And I already made some podracers, but no replica of one of the movie. Does it fly well?This thing sits around 400 parts, so a video will probably not be possible unless ubizor makes wing welding possible in his mod or i try to reduce the part count by stripping everything off the engines, I'll definitely make a thread though, and i'll post the .craft file along with a mod list in it Link to comment Share on other sites More sharing options...
lo-fi Posted November 5, 2014 Author Share Posted November 5, 2014 ^It's worth the work, you can't mistake it for anything but Sebulba's pod racer! Love what you guys are doing with the parts To complement Spanner's amazing work on the rover hull/pod system, I'm working on some landing legs. The idea is, when deployed, they will telescope until they hit the ground, then stop. Tweak their individual height to your hearts content, then lock them into collective movement mode so you can slowly and controllably raise and lower your craft/pod/habitat/whatever without it tipping over. Classic landing legs don't really work on an incline or uneven ground, so this is my attempt at a solution, and something to allow the pods to be loaded/unloaded on and off the rover chassis in flight. A few visual tricks I've picked up while working on the tracks will come into play too, so should end up being something quite unique. Link to comment Share on other sites More sharing options...
Mekan1k Posted November 5, 2014 Share Posted November 5, 2014 This:Seems to happen when I use your repulsions and the DDS Texture Reducer (http://forum.kerbalspaceprogram.com/threads/96729-0-25-DDSLoader-1-5-%28Oct-31%29-Loads-DDS-Texture-Yes-it-is-boring-edition ). Anyone else run into this problem? Link to comment Share on other sites More sharing options...
Gaalidas Posted November 5, 2014 Share Posted November 5, 2014 (edited) Nice work, Gaalidas, I'll add that into configs. Maybe KSPI extensions so they can be toggled would be a good idea, though?Good work, Trollkowski, knew you'd get there in the end! I think we might need a pod racer challenge Or that node toggler from the new B9 package, used specifically on the huge HX parts.This experiment also showed that a few of the parts might benefit from some tweaked positions for both attach node types to better align with the visual position of the connecting part of the model. For instance, the side-mounted repulsors have the center of their surface and stack nodes set a little higher than the center of the area of the model that would be expected to be the attachment spot. I don't know how that would affect the attachment of the part though, just an observation. It's a little like some of the bobcat wheels and landing legs. Those things were huge and looked awesome if you're going for "nuttier than modern sci-fi" but their attachment nodes were in such a horrible position that trying to surface attach them to your craft was a huge pain. The attach node was at the center of that side of the model, but the modeled part that should be the attachment point on the hull was 10 feet above it. I tried adjusting those nodes in the past, but it was a real pain without knowing what the scale was. I'll experiment a bit more if I get the chance. As it is, the stack node hasn't interfered with the placement of the parts unless a stack node in the same orientation was placed on the part I was attaching to, and sicne most stack nodes will be aligned with the... uhh... stack, well... I see little chance for anything out of whack to happen. Still, might have to add compatibility for a toggler anyway.Oh, and the node size is up for debate. I picked what deemed to be fair, and bumped it up and down based on the side of the part I was dealing with (using the standard M1 wheel size as a measuring stick, so to speak.)This:http://i.imgur.com/GF1sLjB.jpgSeems to happen when I use your repulsions and the DDS Texture Reducer (http://forum.kerbalspaceprogram.com/threads/96729-0-25-DDSLoader-1-5-%28Oct-31%29-Loads-DDS-Texture-Yes-it-is-boring-edition ). Anyone else run into this problem?From what I can tell, none of the KF parts are displaying improperly. It's the rest of your UI that has the black boxes and such. I'd say it's either a memory limit being approached, or something happening with the DDS plugin. Honestly, I've been using DDS plugin for some time now for a few textures that benefit from that format, and I have experienced no issues. Especially baffling is the fact that the textures being messed with are internal KSP textures, loaded from shared asset files, and already in a DDS format. They don't even need the plugin to load from that format because of the internal-ness of their implementation within Unity. So, I have my doubts that it is related to the DDS plugin either.I really have nothing more to add to that.^It's worth the work, you can't mistake it for anything but Sebulba's pod racer! Love what you guys are doing with the parts To complement Spanner's amazing work on the rover hull/pod system, I'm working on some landing legs. The idea is, when deployed, they will telescope until they hit the ground, then stop. Tweak their individual height to your hearts content, then lock them into collective movement mode so you can slowly and controllably raise and lower your craft/pod/habitat/whatever without it tipping over. Classic landing legs don't really work on an incline or uneven ground, so this is my attempt at a solution, and something to allow the pods to be loaded/unloaded on and off the rover chassis in flight. A few visual tricks I've picked up while working on the tracks will come into play too, so should end up being something quite unique.YES! Oh gawd yes!I've been asking for something along those lines literally FOREVER! That is the one problem that has always faced me when making off-world bases. It's near impossible to find reliably flat ground anywhere, and I refuse to settle for "almost perfect" when it comes to stabilizing and securing my structures and their various connections. Edited November 5, 2014 by Gaalidas Link to comment Share on other sites More sharing options...
Trollkowski Posted November 5, 2014 Share Posted November 5, 2014 Oh my god, that's perfect. Can you make a video? And maybe share the craft file? I am really impressed. And I already made some podracers, but no replica of one of the movie. Does it fly well?Oh and to answer the question on whether it flies well or not, it's really stable but has slight problems going downhill, as it sometimes dips too hard and rolls over vertically. Otherwise it's pretty fast (can't really say anything about agility yet, since i have FAR installed which makes it unable to act like a pod, the game sees it as an aircraft and thus limits it's movement, agility and responsiveness.) Link to comment Share on other sites More sharing options...
Joshwoo70 Posted November 5, 2014 Share Posted November 5, 2014 (edited) Pressing the M key when having anti grav repulsors crashes the game log : https://www.dropbox.com/s/ewj3qn36i2x6dsj/output_log.txt?dl=0 Edited November 5, 2014 by Joshwoo69 Link to comment Share on other sites More sharing options...
Axelord FTW Posted November 5, 2014 Share Posted November 5, 2014 (edited) I really like the tracks.I've tiddled with the repulsors and they're fun too but I'm not imaginative to do much with them. To that guy with the SW racing pods...WOA!I'll try to make a Swoop Bike (KotOR style). With FAR, I wonder how fast I can make it while keeping it stable.EDIT:I think we might need a pod racer challenge Oh, that's hella sweet an idea. Please! Edited November 5, 2014 by Axelord FTW typo Link to comment Share on other sites More sharing options...
Madrias Posted November 5, 2014 Share Posted November 5, 2014 The last time I tried to build a pod racer, I smashed Jeb into the side of the VAB. They're difficult for me to build, but I could give it a try. Where'd I put my KAS install again... Link to comment Share on other sites More sharing options...
Joshwoo70 Posted November 5, 2014 Share Posted November 5, 2014 The last time I tried to build a pod racer, I smashed Jeb into the side of the VAB. They're difficult for me to build, but I could give it a try. Where'd I put my KAS install again...You guys will need PLENTY of Ec. Link to comment Share on other sites More sharing options...
Axelord FTW Posted November 5, 2014 Share Posted November 5, 2014 You guys will need PLENTY of Ec.There's NearFuture for that.I figure the Swoop Racer will require less repulsors anyhow. The bigger problem will be making it stable aerodynamically I think.Mmm, how about a Swoop Bike? That might be nice to do. Bonus if only with two small repulsors...Anyone ever released a wind turbine mod that can create EC out of a special air intake?Could make EC generation easier in-atmosphere. Link to comment Share on other sites More sharing options...
asdfCYBER Posted November 5, 2014 Share Posted November 5, 2014 Anyone ever released a wind turbine mod that can create EC out of a special air intake?Could make EC generation easier in-atmosphere.I thought LLL has one. Link to comment Share on other sites More sharing options...
Axelord FTW Posted November 5, 2014 Share Posted November 5, 2014 I thought LLL has one.I've never tried LLL.The part in question is in LLL proper (and not in SXT), right? Know the name of it, it would things much easier on my part. If not, no biggie.I'll only really have time to try out extensive mods during the weekend, that's why I'm asking. Link to comment Share on other sites More sharing options...
Joshwoo70 Posted November 5, 2014 Share Posted November 5, 2014 I've never tried LLL.The part in question is in LLL proper (and not in SXT), right? Know the name of it, it would things much easier on my part. If not, no biggie.I'll only really have time to try out extensive mods during the weekend, that's why I'm asking.In LLL/LLL extras Link to comment Share on other sites More sharing options...
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